So we're starting a low-to-mid-power Shadowrun 4A campaign, and since I normally play gunbunnies, I'm up to play a mage this time. Thing is, I'm also going to end up being the group face, so I'm trying to figure out a way to be competent at both. The problem is, I'm finding it very difficult to figure out ways to increase my competence at casting and socializing given the campaign restrictions. Character is in the spoiler below, but the relevant house rules and game assumptions are as follows, and are important.
Note this is not a finished PC - there's a few hanging BP and nuyen not yet spent. But it's close enough to being finished to be posted. How would you guys further optimize this PC for what I want to do, keeping these restrictions and the core character concept in mind?
1) Core book is the ONLY assumed-legal source. Other sources are available on an item-by-item basis. Components from other books that are included in the character below are pre-approved. Other stuff may not be. Feel free to suggest it, but understand that it may not fly.
2) StickNShock, emotitoys, and other cheese are under a gentleman's agreement - we don't use/abuse them, and the GM doesn't do it back to use 10-fold (SNS= Guided Copperhead Mortar rounds in retaliation, for example).
3) The character must be a Mage, must be a "standard" Elf, and must have the mentor spirit listed.
4) The Contact "Tabby" is required, as are the "SINner" and "Records On File" Negative Qualities (the character is heavily connected to S-K).
5) All PCs must be able to survive - if not be awesome - during a physical firefight outside of their primary specialty. Therefore, this mage must be able to not completely suck during a firefight in an area with a Background Count 6. Grenade spam is explicitly out.
6) There is no dice cap...however, preferred starting dice pools at campaign start are: 14-16 in your Primary Skill fields (casting for mages, shooting for gunbunnies, etc), 8-12 in secondary fields.
Metatype: Elf
Body - 3
Agil - 3
React - 2
Str - 2
Cha - 6
Intu - 4
Log - 2
Will - 5
Edge - 2
Magic - 5
Active Skills (Knowledges/Languages TBD)
Spellcasting - 5
Summoning - 5
Binding - 4
Counterspelling - 3
Etiquette - 4
Negotiation - 4
Perception - 3
Automatics - 4
Infiltration (Urban) - 2 (4)
Qualities
Magician
Mentor Spirit (Dragon; +2 negotiation dice, +2 on Manipulation Spells)
SINner (non-criminal)
Incompetent (Hardware) (tends to let all the blue smoke out)
Sensitive System
Records on File (S-K)
Spells
Stunbolt
Manaball
Alter memory
Influence
Control Emotions
Control Thoughts
Heal
Sterilize
Increase Reflexes
Contacts - as a Face, I can't skimp on these too much
Tabby (L3/C4)
(L1/C1) - free, dunno what yet
(L2/C3) - probably fixer
(L1/C2) - information contact (street)
(L1/C2) - information contact (corp)
Important Gear
F2 Spellcasting Foci
F3 Sustaining Foci
F6 Magical Lodge
R4 Fake SIN (Day-to-day) , R4 spellcasting, concealed carry, & automatic weapons licenses
R4 Fake SIN (Nefarious purposes), R4 spellcasting, concealed carry, & automatic weapons licenses
FN 5-7C Machine Pistol w/ Gasvent III & Internal Smartlink and some gel rounds and Hi-ex ammo
3 Months Medium Lifestyle (connected to R4 Fake SIN - day-to-day)
2 months Low Lifestyle (safehouse, connected to R4 Fake SIN - nefarious)
Rating 4 Monocle w/ Smartlink, Image Link, Vision Magnification, R2 Vision enhancement)
Rating 4 Microtranceiver
Nanotech Airwave Commlink w/ Iris Orb OS & AR glove
FFBA (1/2-suit) or 2nd Skin Line Armor (GM is considering FFBA bonuses applying to 2nd Skin, as they fluff is basically identical), layered under an Armor Vest with R4 Nonconductivity & Thermal Dampening.
Important Dice Pools
Spellcasting: 12 dice (14 for Manipulation spells)
Drain Resist: 11 dice
Etiquette: 10 dice
Negotiation: 12 dice
Automatics: 9 dice when shooting FN 5-7
Specifically, my spellcasting and social dice pools seem 2-3 dice less than what I feel they "should" be, but I can't figure out ways to sleaze them higher without totally imploding the character.
Normal Operations
When needing to Face the heck out of somebody, I plan on getting good social dice pool by abusing the crap out of Manipulation spells. Control Emotions (you like this person) in my Sustaining Focus to start with (1 extra dice for each hit), an Influence spell on top of that ("you want to make a deal with this person") and/or Alter Memory ("you remember that this person is on the up-and-up") and I'll be throwing a decent amount of dice for Ye Olde Facing. Control Thoughts is generally for when I stop caring about being subtle.
On active runs, we drop a Force 3 Increase Reflexes spell into our Sustaining Focus and summon a Watcher spirit to, well, watch our backs. Once the shooting starts, we find cover in a hurry, and either start up some moderate-force spirit shennanigans, or start using Manipulation spells to mess with bad guys (Control Thoughts, obviously, is a fun one for this, or a fast Alter Memory spell). Stunbolt and Manaball are standard-issue direct damage if necessary. Shooting is a low-tier option, of course, and I plan to use plenty of wide bursts with the amount of recoil-compensation on my gun; more making noise than anything else. Maybe later during game play, if I can get them, I'll start grabbing capsule rounds and loading amusing chemical compounds into them instead of gel or hi-ex rounds.